/* bzflag
 * Copyright (c) 1993-2020 Tim Riker
 *
 * This package is free software;  you can redistribute it and/or
 * modify it under the terms of the license found in the file
 * named COPYING that should have accompanied this file.
 *
 * THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
 */

/* interface header */
#include "SegmentedShotStrategy.h"

/* system implementation headers */
#include <assert.h>

/* common implementation headers */
#include "TextureManager.h"
#include "Intersect.h"
#include "BZDBCache.h"
#include "WallObstacle.h"

/* local implementation headers */
#include "sound.h"
#include "LocalPlayer.h"
#include "World.h"
#include "effectsRenderer.h"
#include "Roster.h"
#include "playing.h"

SegmentedShotStrategy::SegmentedShotStrategy(const FiringInfo & _info, bool useSuperTexture, bool faint) :
    ShotStrategy(_info), bbox()
{
    // initialize times
    prevTime = getStartTime();
    lastTime = currentTime = prevTime;

    // start at first segment
    lastSegment = segment = 0;

    // get team
    if (getPlayer() == ServerPlayer)
    {
        TeamColor tmpTeam = getFiringInfo().shot.team;
        team = (tmpTeam < RogueTeam) ? RogueTeam :
               (tmpTeam > HunterTeam) ? RogueTeam : tmpTeam;
    }
    else
    {
        Player* p = lookupPlayer(getPlayer());
        team = p ? p->getTeam() : RogueTeam;
    }

    // initialize scene nodes
    boltSceneNode = new BoltSceneNode(glm::make_vec3(getPosition()),
                                      glm::make_vec3(getVelocity()),
                                      useSuperTexture);

    const float* c = Team::getShotColor(team);
    if (faint)
    {
        boltSceneNode->setColor(c[0], c[1], c[2], 0.2f);
        boltSceneNode->setTextureColor(1.0f, 1.0f, 1.0f, 0.3f);
    }
    else
        boltSceneNode->setColor(c[0], c[1], c[2], 1.0f);

    TextureManager &tm = TextureManager::instance();
    std::string imageName = Team::getImagePrefix(team);
    if (useSuperTexture)
        imageName += "super_";
    imageName += "bolt";

    int texture = tm.getTextureID(imageName.c_str());
    if (texture >= 0)
        boltSceneNode->setTexture(texture);
}

SegmentedShotStrategy::~SegmentedShotStrategy()
{
    // free scene nodes
    delete boltSceneNode;
}

void  SegmentedShotStrategy::update(float dt)
{
    prevTime = currentTime;
    currentTime += dt;

    // see if we've moved to another segment
    const int numSegments = segments.size();
    if (segment < numSegments && segments[segment].end <= currentTime)
    {
        lastSegment = segment;
        while (segment < numSegments && segments[segment].end <= currentTime)
        {
            if (++segment < numSegments)
            {
                switch (segments[segment].reason)
                {
                case ShotPathSegment::Ricochet:
                {
                    // play ricochet sound.  ricochet of local player's shots
                    // are important, others are not.
                    const PlayerId myTankId = LocalPlayer::getMyTank()->getId();
                    const bool important = getPlayer() == myTankId;
                    const float* pos = segments[segment].ray.getOrigin();
                    playWorldSound(SFX_RICOCHET, pos, important);

                    // this is fugly but it's what we do
                    float dir[3];
                    const float* newDir = segments[segment].ray.getDirection();
                    const float* oldDir = segments[segment - 1].ray.getDirection();
                    dir[0] = newDir[0] - oldDir[0];
                    dir[1] = newDir[1] - oldDir[1];
                    dir[2] = newDir[2] - oldDir[2];

                    float rots[2];
                    const float horiz = sqrtf((dir[0] * dir[0]) + (dir[1] * dir[1]));
                    rots[0] = atan2f(dir[1], dir[0]);
                    rots[1] = atan2f(dir[2], horiz);

                    EFFECTS.addRicoEffect(pos, rots);
                    break;
                }
                case ShotPathSegment::Boundary:
                    break;
                default:
                {
                    // this is fugly but it's what we do
                    float dir[3];
                    dir[0] = segments[segment].ray.getDirection()[0];
                    dir[1] = segments[segment].ray.getDirection()[1];
                    dir[2] = segments[segment].ray.getDirection()[2];

                    float rots[2];
                    const float horiz = sqrtf((dir[0] * dir[0]) + (dir[1] * dir[1]));
                    rots[0] = atan2f(dir[1], dir[0]);
                    rots[1] = atan2f(dir[2], horiz);

                    const float* pos = segments[segment].ray.getOrigin();
                    EFFECTS.addShotTeleportEffect(pos, rots);
                }
                break;
                }
            }
        }
    }

    // if ran out of segments then expire shot on next update
    if (segment == numSegments)
    {
        setExpiring();

        if (numSegments > 0)
        {
            ShotPathSegment &segm = segments[numSegments - 1];
            const float     *dir = segm.ray.getDirection();
            const float speed = hypotf(dir[0], hypotf(dir[1], dir[2]));
            float pos[3];
            segm.ray.getPoint(float(segm.end - segm.start - 1.0 / speed), pos);
            /* NOTE -- comment out to not explode when shot expires */
            addShotExplosion(pos);
        }
    }

    // otherwise update position and velocity
    else
    {
        float p[3];
        segments[segment].ray.getPoint(float(currentTime - segments[segment].start), p);
        setPosition(p);
        setVelocity(segments[segment].ray.getDirection());
    }
}

void  SegmentedShotStrategy::setCurrentTime(const
        TimeKeeper& _currentTime)
{
    currentTime = _currentTime;
}

const TimeKeeper&   SegmentedShotStrategy::getLastTime() const
{
    return lastTime;
}

bool  SegmentedShotStrategy::isOverlapping( const float(*bbox1)[3], const float(*bbox2)[3]) const
{
    if (bbox1[1][0] < bbox2[0][0]) return false;
    if (bbox1[0][0] > bbox2[1][0]) return false;
    if (bbox1[1][1] < bbox2[0][1]) return false;
    if (bbox1[0][1] > bbox2[1][1]) return false;
    if (bbox1[1][2] < bbox2[0][2]) return false;
    if (bbox1[0][2] > bbox2[1][2]) return false;
    return true;
}

void  SegmentedShotStrategy::setCurrentSegment(int _segment)
{
    segment = _segment;
}

float  SegmentedShotStrategy::checkHit(const BaseLocalPlayer* tank, float position[3]) const
{
    float minTime = Infinity;
    // expired shot can't hit anything
    if (isExpired())
        return minTime;

    // get tank radius
    float radius = tank->getRadius();
    const float radius2 = radius * radius;

    // tank is positioned from it's bottom so shift position up by
    // half a tank height.
    const float tankHeight = tank->getDimensions()[2];
    Ray tankLastMotionRaw = tank->getLastMotion();
    float lastTankPositionRaw[3];
    lastTankPositionRaw[0] = tankLastMotionRaw.getOrigin()[0];
    lastTankPositionRaw[1] = tankLastMotionRaw.getOrigin()[1];
    lastTankPositionRaw[2] = tankLastMotionRaw.getOrigin()[2] + 0.5f * tankHeight;
    Ray tankLastMotion(lastTankPositionRaw, tankLastMotionRaw.getDirection());

    // if bounding box of tank and entire shot doesn't overlap then no hit
    const float(*tankBBox)[3] = tank->getLastMotionBBox();
    if (!isOverlapping(bbox, tankBBox)) return minTime;

    float shotRadius = BZDB.eval(StateDatabase::BZDB_SHOTRADIUS);

    // check each segment in interval (prevTime,currentTime]
    const float dt = float(currentTime - prevTime);
    const int numSegments = segments.size();
    for (int i = lastSegment; i <= segment && i < numSegments; i++)
    {
        // can never hit your own first laser segment
        if (i == 0 && getFlag()->flagEffect == FlagEffect::Laser &&
                getPlayer() == tank->getId())
            continue;

        /*
        // skip segments that don't overlap in time with current interval
        if (segments[i].end <= prevTime) continue;
        if (currentTime <= segments[i].start) break;
        */

        // if shot segment and tank bboxes don't overlap then no hit
        const ShotPathSegment& s = segments[i];
        if (!isOverlapping(s.bbox, tankBBox)) continue;

        // construct relative shot ray:  origin and velocity relative to
        // my tank as a function of time (t=0 is start of the interval).
        Ray relativeRay(rayMinusRay(s.ray, float(prevTime - s.start), tankLastMotion, 0.0f));

        // get hit time
        float t;
        if (tank->getFlag()->flagEffect == FlagEffect::Narrow)
        {
            // find closest approach to narrow box around tank.  width of box
            // is shell radius so you can actually hit narrow tank head on.
            static float tankBase[3] = { 0.0f, 0.0f, -0.5f * tankHeight };
            t = timeRayHitsBlock(relativeRay, tankBase, tank->getAngle(), 0.5f * BZDBCache::tankLength, shotRadius, tankHeight);
        }
        else
        {
            // find time when shot hits sphere around tank
            t = rayAtDistanceFromOrigin(relativeRay, 0.99f * radius);
        }

        // short circuit if time is greater then smallest time so far
        if (t > minTime) continue;

        // make sure time falls within segment
        if (t < 0.0f || t > dt) continue;
        if (t > s.end - prevTime) continue;

        // check if shot hits tank -- get position at time t, see if in radius
        float closestPos[3];
        relativeRay.getPoint(t, closestPos);
        if (closestPos[0] * closestPos[0] + closestPos[1] * closestPos[1] + closestPos[2] * closestPos[2] < radius2)
        {
            // save best time so far
            minTime = t;

            // compute location of tank at time of hit
            float tankPos[3];
            tank->getLastMotion().getPoint(t, tankPos);

            // compute position of intersection
            position[0] = tankPos[0] + closestPos[0];
            position[1] = tankPos[1] + closestPos[1];
            position[2] = tankPos[2] + closestPos[2];
            //printf("%u:%u %u:%u\n", tank->getId().port, tank->getId().number, getPath().getPlayer().port, getPath().getPlayer().number);
        }
    }
    return minTime;
}

void  SegmentedShotStrategy::addShot(SceneDatabase* scene, bool colorblind)
{
    boltSceneNode->move(glm::make_vec3(getPosition()),
                        glm::make_vec3(getVelocity()));
    if (boltSceneNode->getColorblind() != colorblind)
    {
        boltSceneNode->setColorblind(colorblind);
        TeamColor currentTeam = colorblind ? RogueTeam : team;

        const float* c = Team::getShotColor(currentTeam);
        boltSceneNode->setColor(c[0], c[1], c[2]);

        TextureManager &tm = TextureManager::instance();
        std::string imageName = Team::getImagePrefix(currentTeam);
        imageName += BZDB.get("boltTexture");
        int texture = tm.getTextureID(imageName.c_str());
        if (texture >= 0)
            boltSceneNode->setTexture(texture);
    }
    scene->addDynamicNode(boltSceneNode);
}

void  SegmentedShotStrategy::radarRender() const
{
    const float *orig = getPosition();
    const int length = (int)BZDBCache::linedRadarShots;
    const int size = (int)BZDBCache::sizedRadarShots;

    float shotTailLength = BZDB.eval(StateDatabase::BZDB_SHOTTAILLENGTH);

    // Display leading lines
    if (length > 0)
    {
        const float* vel = getVelocity();
        const float d = 1.0f / hypotf(vel[0], hypotf(vel[1], vel[2]));
        float dir[3];
        dir[0] = vel[0] * d * shotTailLength * length;
        dir[1] = vel[1] * d * shotTailLength * length;
        dir[2] = vel[2] * d * shotTailLength * length;
        glBegin(GL_LINES);
        glVertex2fv(orig);
        if (BZDBCache::leadingShotLine == 0)   //lagging
        {
            glVertex2f(orig[0] - dir[0], orig[1] - dir[1]);
            glEnd();
        }
        else if (BZDBCache::leadingShotLine == 2)     //both
        {
            glVertex2f(orig[0] + dir[0], orig[1] + dir[1]);
            glEnd();
            glBegin(GL_LINES);
            glVertex2fv(orig);
            glVertex2f(orig[0] - dir[0], orig[1] - dir[1]);
            glEnd();
        }
        else     //leading
        {
            glVertex2f(orig[0] + dir[0], orig[1] + dir[1]);
            glEnd();
        }

        // draw a "bright" bullet tip
        if (size > 0)
        {
            glColor3f(0.75, 0.75, 0.75);
            glPointSize((float)size);
            glBegin(GL_POINTS);
            glVertex2f(orig[0], orig[1]);
            glEnd();
            glPointSize(1.0f);
        }
    }
    else
    {
        if (size > 0)
        {
            // draw a sized bullet
            glPointSize((float)size);
            glBegin(GL_POINTS);
            glVertex2fv(orig);
            glEnd();
            glPointSize(1.0f);

        }
        else
        {
            // draw the tiny little bullet
            glBegin(GL_POINTS);
            glVertex2fv(orig);
            glEnd();
        }
    }

}

void  SegmentedShotStrategy::makeSegments(ObstacleEffect e)
{
    // compute segments of shot until total length of segments exceeds the
    // lifetime of the shot.
    const float    *v = getVelocity();
    TimeKeeper      start = getStartTime();
    float timeLeft = getLifetime();
    float    minTime = BZDB.eval(StateDatabase::BZDB_MUZZLEFRONT) / hypotf(v[0], hypotf(v[1], v[2]));

    // if all shots ricochet and obstacle effect is stop, then make it ricochet
    if (e == Stop && World::getWorld()->allShotsRicochet())
        e = Reflect;

    // prepare first segment
    float o[3], d[3];
    d[0] = v[0];
    d[1] = v[1];
    d[2] = v[2];      // use v[2] to have jumping affect shot velocity
    o[0] = getPosition()[0];
    o[1] = getPosition()[1];
    o[2] = getPosition()[2];

    segments.clear();
    ShotPathSegment::Reason reason = ShotPathSegment::Initial;
    int i;
    const int maxSegment = 100;
    float worldSize = BZDBCache::worldSize / 2.0f - 0.01f;
    for (i = 0; (i < maxSegment) && (timeLeft > Epsilon); i++)
    {
        // construct ray and find the first building, teleporter, or outer wall
        float o2[3];
        o2[0] = o[0] - minTime * d[0];
        o2[1] = o[1] - minTime * d[1];
        o2[2] = o[2] - minTime * d[2];

        // Sometime shot start outside world
        if (o2[0] <= -worldSize)
            o2[0] = -worldSize;
        if (o2[0] >= worldSize)
            o2[0] = worldSize;
        if (o2[1] <= -worldSize)
            o2[1] = -worldSize;
        if (o2[1] >= worldSize)
            o2[1] = worldSize;

        Ray r(o2, d);
        Ray rs(o, d);
        float t = timeLeft + minTime;
        int face;
        bool hitGround = getGround(r, Epsilon, t);
        const Obstacle* building = ((e == Through) ? NULL : getFirstBuilding(r, Epsilon, t));
        const Teleporter* teleporter = getFirstTeleporter(r, Epsilon, t, face);
        t -= minTime;
        minTime = 0.0f;
        bool ignoreHit = false;

        // if hit outer wall with ricochet and hit is above top of wall
        // then ignore hit.
        if (!teleporter && building && (e == Reflect) && (building->getType() == WallObstacle::getClassName())
                && ((o[2] + t * d[2]) > building->getHeight()))
            ignoreHit = true;

        // construct next shot segment and add it to list
        TimeKeeper endTime(start);
        if (t < 0.0f)
            endTime += Epsilon;
        else
            endTime += t;
        ShotPathSegment segm(start, endTime, rs, reason);
        segments.push_back(segm);
        start = endTime;

        // used up this much time in segment
        if (t < 0.0f)
            timeLeft -= Epsilon;
        else
            timeLeft -= t;

        // check in reverse order to see what we hit first
        reason = ShotPathSegment::Through;
        if (ignoreHit)
        {
            // uh...ignore this.  usually used if you shoot over the boundary wall.
            // just move the point of origin and build the next segment
            o[0] += t * d[0];
            o[1] += t * d[1];
            o[2] += t * d[2];
            reason = ShotPathSegment::Boundary;
        }
        else if (teleporter)
        {
            // entered teleporter -- teleport it
            unsigned int seed = getShotId() + i;
            int source = World::getWorld()->getTeleporter(teleporter, face);
            int target = World::getWorld()->getTeleportTarget(source, seed);

            int outFace;
            const Teleporter* outTeleporter = World::getWorld()->getTeleporter(target, outFace);
            o[0] += t * d[0];
            o[1] += t * d[1];
            o[2] += t * d[2];
            teleporter->getPointWRT(*outTeleporter, face, outFace, o, d, 0.0f, o, d, NULL);
            reason = ShotPathSegment::Teleport;
        }
        else if (building)
        {
            // hit building -- can bounce off or stop, buildings ignored for Through
            bool handled = false;
            if (e == Stop)
            {
                if (!building->canRicochet())
                {
                    timeLeft = 0.0f;
                    handled = true;
                }
            }
            if ((e == Stop && !handled) || e == Reflect)
            {
                // move origin to point of reflection
                o[0] += t * d[0];
                o[1] += t * d[1];
                o[2] += t * d[2];

                // reflect direction about normal to building
                float normal[3];
                building->get3DNormal(o, normal);
                reflect(d, normal);
                reason = ShotPathSegment::Ricochet;
            }

            if (e == Through)
                assert(0);
        }
        else if (hitGround)     // we hit the ground
        {

            switch (e)
            {
            case Stop:
            case Through:
            {
                timeLeft = 0.0f;
                break;
            }

            case Reflect:
            {
                // move origin to point of reflection
                o[0] += t * d[0];
                o[1] += t * d[1];
                o[2] += t * d[2];

                // reflect direction about normal to ground
                float normal[3];
                normal[0] = 0.0f;
                normal[1] = 0.0f;
                normal[2] = 1.0f;
                reflect(d, normal);
                reason = ShotPathSegment::Ricochet;
                break;
            }
            }
        }
    }
    lastTime = start;

    // make bounding box for entire path
    const int numSegments = segments.size();
    if (numSegments > 0)
    {
        const ShotPathSegment& firstSeg = segments[0];
        bbox[0][0] = firstSeg.bbox[0][0];
        bbox[0][1] = firstSeg.bbox[0][1];
        bbox[0][2] = firstSeg.bbox[0][2];
        bbox[1][0] = firstSeg.bbox[1][0];
        bbox[1][1] = firstSeg.bbox[1][1];
        bbox[1][2] = firstSeg.bbox[1][2];
        for (i = 1; i < numSegments; i++)
        {
            const ShotPathSegment& segm = segments[i];
            if (bbox[0][0] > segm.bbox[0][0]) bbox[0][0] = segm.bbox[0][0];
            if (bbox[1][0] < segm.bbox[1][0]) bbox[1][0] = segm.bbox[1][0];
            if (bbox[0][1] > segm.bbox[0][1]) bbox[0][1] = segm.bbox[0][1];
            if (bbox[1][1] < segm.bbox[1][1]) bbox[1][1] = segm.bbox[1][1];
            if (bbox[0][2] > segm.bbox[0][2]) bbox[0][2] = segm.bbox[0][2];
            if (bbox[1][2] < segm.bbox[1][2]) bbox[1][2] = segm.bbox[1][2];
        }
    }
    else
    {
        bbox[0][0] = bbox[1][0] = 0.0f;
        bbox[0][1] = bbox[1][1] = 0.0f;
        bbox[0][2] = bbox[1][2] = 0.0f;
    }
}

const std::vector<ShotPathSegment>& SegmentedShotStrategy::getSegments() const
{
    return segments;
}

//
// NormalShotStrategy
//

NormalShotStrategy::NormalShotStrategy(const FiringInfo& _info) :
    SegmentedShotStrategy(_info, false)
{
    // make segments
    makeSegments(Stop);
}

NormalShotStrategy::~NormalShotStrategy()
{
    // do nothing
}

//
// RapidFireStrategy
//

RapidFireStrategy::RapidFireStrategy(const FiringInfo& _info) :
    SegmentedShotStrategy(_info, false)
{
    // speed up shell and decrease lifetime
    getFiringInfo().lifetime *= BZDB.eval(StateDatabase::BZDB_RFIREADLIFE);
    float fireAdVel = BZDB.eval(StateDatabase::BZDB_RFIREADVEL);
    getFiringInfo().shot.vel[0] *= fireAdVel;
    getFiringInfo().shot.vel[1] *= fireAdVel;
    getFiringInfo().shot.vel[2] *= fireAdVel;

    // make segments
    makeSegments(Stop);
}

RapidFireStrategy::~RapidFireStrategy()
{
    // do nothing
}

//
// ThiefStrategy
//

ThiefStrategy::ThiefStrategy(const FiringInfo& _info) :
    SegmentedShotStrategy(_info, false), cumTime(0.0f)
{
    // speed up shell and decrease lifetime
    getFiringInfo().lifetime *= BZDB.eval(StateDatabase::BZDB_THIEFADLIFE);
    float thiefAdVel = BZDB.eval(StateDatabase::BZDB_THIEFADSHOTVEL);
    getFiringInfo().shot.vel[0] *= thiefAdVel;
    getFiringInfo().shot.vel[1] *= thiefAdVel;
    getFiringInfo().shot.vel[2] *= thiefAdVel;

    // make segments
    makeSegments(Stop);
    setCurrentTime(getLastTime());
    endTime = getFiringInfo().lifetime;

    // make thief scene nodes
    const int numSegments = getSegments().size();
    thiefNodes = new LaserSceneNode*[numSegments];

    TextureManager &tm = TextureManager::instance();
    int texture = tm.getTextureID("thief");

    for (int i = 0; i < numSegments; i++)
    {
        const ShotPathSegment& segm = getSegments()[i];
        const float t = float(segm.end - segm.start);
        const Ray& ray = segm.ray;
        const float* rawdir = ray.getDirection();
        float dir[3];
        dir[0] = t * rawdir[0];
        dir[1] = t * rawdir[1];
        dir[2] = t * rawdir[2];
        thiefNodes[i] = new LaserSceneNode(ray.getOrigin(), dir);
        if (texture >= 0)
            thiefNodes[i]->setTexture(texture);

        if (i == 0)
            thiefNodes[i]->setFirst();

        thiefNodes[i]->setColor(0, 1, 1);
        thiefNodes[i]->setCenterColor(0, 0, 0);
    }
    setCurrentSegment(numSegments - 1);
}

ThiefStrategy::~ThiefStrategy()
{
    const int numSegments = getSegments().size();
    for (int i = 0; i < numSegments; i++)
        delete thiefNodes[i];
    delete[] thiefNodes;
}

void  ThiefStrategy::update(float dt)
{
    cumTime += dt;
    if (cumTime >= endTime) setExpired();
}

void  ThiefStrategy::addShot(SceneDatabase* scene, bool)
{
    // laser is so fast we always show every segment
    const int numSegments = getSegments().size();
    for (int i = 0; i < numSegments; i++)
        scene->addDynamicNode(thiefNodes[i]);
}

void  ThiefStrategy::radarRender() const
{
    // draw all segments
    const std::vector<ShotPathSegment>& segmts = getSegments();
    const int numSegments = segmts.size();
    glBegin(GL_LINES);
    for (int i = 0; i < numSegments; i++)
    {
        const ShotPathSegment& segm = segmts[i];
        const float* origin = segm.ray.getOrigin();
        const float* direction = segm.ray.getDirection();
        const float dt = float(segm.end - segm.start);
        glVertex2fv(origin);
        glVertex2f(origin[0] + dt * direction[0], origin[1] + dt * direction[1]);
    }
    glEnd();
}

bool  ThiefStrategy::isStoppedByHit() const
{
    return false;
}


//
// MachineGunStrategy
//

MachineGunStrategy::MachineGunStrategy(const FiringInfo& _info) :
    SegmentedShotStrategy(_info, false)
{
    FiringInfo& f = getFiringInfo();
    // speed up shell and decrease lifetime
    f.lifetime *= BZDB.eval(StateDatabase::BZDB_MGUNADLIFE);
    float mgunAdVel = BZDB.eval(StateDatabase::BZDB_MGUNADVEL);
    f.shot.vel[0] *= mgunAdVel;
    f.shot.vel[1] *= mgunAdVel;
    f.shot.vel[2] *= mgunAdVel;

    // make segments
    makeSegments(Stop);
}

MachineGunStrategy::~MachineGunStrategy()
{
    // do nothing
}

//
// RicochetStrategy
//

RicochetStrategy::RicochetStrategy(const FiringInfo &_info) :
    SegmentedShotStrategy(_info, false)
{
    // make segments that bounce
    makeSegments(Reflect);
}

RicochetStrategy::~RicochetStrategy()
{
    // do nothing
}

//
// SuperBulletStrategy
//

SuperBulletStrategy::SuperBulletStrategy(const FiringInfo &_info) :
    SegmentedShotStrategy(_info, true)
{
    // make segments that go through buildings
    makeSegments(Through);
}

SuperBulletStrategy::~SuperBulletStrategy()
{
    // do nothing
}


PhantomBulletStrategy::PhantomBulletStrategy(const FiringInfo& _info) :
    SegmentedShotStrategy(_info, false, true)
{
    // make segments that go through buildings
    makeSegments(Through);
}

PhantomBulletStrategy::~PhantomBulletStrategy()
{
    // do nothing
}

//
// LaserStrategy
//

LaserStrategy::LaserStrategy(const FiringInfo& _info) :
    SegmentedShotStrategy(_info, false), cumTime(0.0f)
{
    // speed up shell and decrease lifetime
    float addLifeFactor = BZDB.eval(StateDatabase::BZDB_LASERADLIFE);
    float life = _info.lifetime;

    getFiringInfo().lifetime = life * addLifeFactor;

    float laserAdVel = BZDB.eval(StateDatabase::BZDB_LASERADVEL);
    getFiringInfo().shot.vel[0] *= laserAdVel;
    getFiringInfo().shot.vel[1] *= laserAdVel;
    getFiringInfo().shot.vel[2] *= laserAdVel;

    // make segments
    makeSegments(Stop);
    setCurrentTime(getLastTime());
    endTime = getFiringInfo().lifetime;

    // make laser scene nodes
    const int numSegments = getSegments().size();
    laserNodes = new LaserSceneNode*[numSegments];
    const LocalPlayer* myTank = LocalPlayer::getMyTank();
    TeamColor tmpTeam = (myTank->getFlag()->flagEffect == FlagEffect::Colorblindness) ? RogueTeam : team;

    TextureManager &tm = TextureManager::instance();
    std::string imageName = Team::getImagePrefix(tmpTeam);
    imageName += "laser";
    int texture = tm.getTextureID(imageName.c_str());

    for (int i = 0; i < numSegments; i++)
    {
        const ShotPathSegment& segm = getSegments()[i];
        const float t = float(segm.end - segm.start);
        const Ray& ray = segm.ray;
        const float* rawdir = ray.getDirection();
        float dir[3];
        dir[0] = t * rawdir[0];
        dir[1] = t * rawdir[1];
        dir[2] = t * rawdir[2];
        laserNodes[i] = new LaserSceneNode(ray.getOrigin(), dir);
        if (texture >= 0)
            laserNodes[i]->setTexture(texture);

        const float* color = Team::getShotColor(tmpTeam);
        laserNodes[i]->setColor(color[0], color[1], color[2]);

        if (i == 0)
            laserNodes[i]->setFirst();
    }
    setCurrentSegment(numSegments - 1);
}

LaserStrategy::~LaserStrategy()
{
    const int numSegments = getSegments().size();
    for (int i = 0; i < numSegments; i++)
        delete laserNodes[i];
    delete[] laserNodes;
}

void  LaserStrategy::update(float dt)
{
    cumTime += dt;
    if (cumTime >= endTime) setExpired();
}

void  LaserStrategy::addShot(SceneDatabase* scene, bool)
{
    // laser is so fast we always show every segment
    const int numSegments = getSegments().size();
    for (int i = 0; i < numSegments; i++)
        scene->addDynamicNode(laserNodes[i]);
}

void  LaserStrategy::radarRender() const
{
    // draw all segments
    const std::vector<ShotPathSegment>& segmts = getSegments();
    const int numSegments = segmts.size();
    glBegin(GL_LINES);
    for (int i = 0; i < numSegments; i++)
    {
        const ShotPathSegment& segm = segmts[i];
        const float* origin = segm.ray.getOrigin();
        const float* direction = segm.ray.getDirection();
        const float dt = float(segm.end - segm.start);
        glVertex2fv(origin);
        glVertex2f(origin[0] + dt * direction[0], origin[1] + dt * direction[1]);
    }
    glEnd();
}

bool  LaserStrategy::isStoppedByHit() const
{
    return false;
}

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